155 lines
5.9 KiB
C++
155 lines
5.9 KiB
C++
#pragma once
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#include <mbgl/gl/types.hpp>
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#include <mbgl/gl/object.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/vertex_buffer.hpp>
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#include <mbgl/gl/index_buffer.hpp>
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#include <mbgl/gl/attribute.hpp>
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#include <mbgl/gl/uniform.hpp>
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#include <mbgl/util/io.hpp>
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#include <mbgl/util/logging.hpp>
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#include <mbgl/programs/binary_program.hpp>
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#include <mbgl/programs/program_parameters.hpp>
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#include <mbgl/shaders/shaders.hpp>
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#include <string>
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namespace mbgl {
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namespace gl {
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template <class P, class As, class Us>
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class Program {
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public:
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using Primitive = P;
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using Attributes = As;
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using Uniforms = Us;
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using UniformValues = typename Uniforms::Values;
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using AttributeBindings = typename Attributes::Bindings;
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Program(Context& context, const std::string& vertexSource, const std::string& fragmentSource)
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: program(
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context.createProgram(context.createShader(ShaderType::Vertex, vertexSource),
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context.createShader(ShaderType::Fragment, fragmentSource))),
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uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))),
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attributeLocations(Attributes::bindLocations(program)) {
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// Re-link program after manually binding only active attributes in Attributes::bindLocations
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context.linkProgram(program);
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}
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template <class BinaryProgram>
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Program(Context& context, const BinaryProgram& binaryProgram)
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: program(context.createProgram(binaryProgram.format(), binaryProgram.code())),
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uniformsState(Uniforms::loadNamedLocations(binaryProgram)),
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attributeLocations(Attributes::loadNamedLocations(binaryProgram)) {
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}
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static Program createProgram(gl::Context& context,
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const ProgramParameters& programParameters,
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const char* name,
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const char* vertexSource_,
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const char* fragmentSource_) {
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#if MBGL_HAS_BINARY_PROGRAMS
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optional<std::string> cachePath = programParameters.cachePath(name);
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if (cachePath && context.supportsProgramBinaries()) {
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const std::string vertexSource =
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shaders::vertexSource(programParameters, vertexSource_);
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const std::string fragmentSource =
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shaders::fragmentSource(programParameters, fragmentSource_);
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const std::string identifier =
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shaders::programIdentifier(vertexSource, fragmentSource_);
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try {
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if (auto cachedBinaryProgram = util::readFile(*cachePath)) {
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const BinaryProgram binaryProgram(std::move(*cachedBinaryProgram));
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if (binaryProgram.identifier() == identifier) {
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return Program { context, binaryProgram };
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} else {
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Log::Warning(Event::OpenGL,
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"Cached program %s changed. Recompilation required.",
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name);
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}
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}
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} catch (std::runtime_error& error) {
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Log::Warning(Event::OpenGL, "Could not load cached program: %s",
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error.what());
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}
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// Compile the shader
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Program result{ context, vertexSource, fragmentSource };
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try {
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if (const auto binaryProgram =
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result.template get<BinaryProgram>(context, identifier)) {
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util::write_file(*cachePath, binaryProgram->serialize());
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Log::Warning(Event::OpenGL, "Caching program in: %s", (*cachePath).c_str());
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}
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} catch (std::runtime_error& error) {
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Log::Warning(Event::OpenGL, "Failed to cache program: %s", error.what());
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}
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return std::move(result);
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}
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#endif
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(void)name;
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return Program {
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context, shaders::vertexSource(programParameters, vertexSource_),
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shaders::fragmentSource(programParameters, fragmentSource_)
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};
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}
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template <class BinaryProgram>
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optional<BinaryProgram> get(Context& context, const std::string& identifier) const {
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if (auto binaryProgram = context.getBinaryProgram(program)) {
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return BinaryProgram{ binaryProgram->first, std::move(binaryProgram->second),
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identifier, Attributes::getNamedLocations(attributeLocations),
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Uniforms::getNamedLocations(uniformsState) };
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}
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return {};
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}
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template <class DrawMode>
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void draw(Context& context,
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DrawMode drawMode,
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DepthMode depthMode,
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StencilMode stencilMode,
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ColorMode colorMode,
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UniformValues&& uniformValues,
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AttributeBindings&& attributeBindings,
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const IndexBuffer<DrawMode>& indexBuffer,
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const SegmentVector<Attributes>& segments) {
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static_assert(std::is_same<Primitive, typename DrawMode::Primitive>::value, "incompatible draw mode");
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context.setDrawMode(drawMode);
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context.setDepthMode(depthMode);
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context.setStencilMode(stencilMode);
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context.setColorMode(colorMode);
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context.program = program;
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Uniforms::bind(uniformsState, std::move(uniformValues));
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for (const auto& segment : segments) {
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segment.bind(context,
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indexBuffer.buffer,
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attributeLocations,
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attributeBindings);
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context.draw(drawMode.primitiveType,
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segment.indexOffset,
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segment.indexLength);
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}
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}
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private:
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UniqueProgram program;
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typename Uniforms::State uniformsState;
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typename Attributes::Locations attributeLocations;
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};
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} // namespace gl
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} // namespace mbgl
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